I think you should start by identifying your interests more specifically than just wanting to write games. Are you into the graphics, the AI, the gameplay mechanics, the networking (if any), the audio side of things?

I'd suggest starting with a framework that does most of the work for you, then replacing bits and pieces of it with more and more of your own code. And remember that a huge part of the effort in making a game is artistic, not coding.

Don't mix languages. If you want to write it in C++, then don't go for a book that explains how to do it in C, not even if there's an "appendix" at the back.
However, as you don't know C++, the first goal would be to learn it. So here are some good beginner books to begin with: C++ Book Recommendations

Originally Posted by Adak

io.h certainly IS included in some modern compilers. It is no longer part of the standard for C, but it is nevertheless, included in the very latest Pelles C versions.

Originally Posted by Salem

You mean it's included as a crutch to help ancient programmers limp along without them having to relearn too much.

This really applies to programming in general but also can apply to game programming specifically: learn about ADTs (Abstract Data Types) and learn trees and graphs. All three are going to be critical to game design and a good understanding of these core concepts will make you an all around better programmer.

My ultimate goal is to program MMOs. I know some C and slim to none C++, I just want to be pointed in a direction guys.

Cheers

While there is no particular bar that you need to meet, the most important thing with all programming is to choose the right projects. A game tends to be a large and complex project, and to do a professional-quality game by oneself is a significant challenge even for a great programmer. If that's your goal, be sure to set smaller, meaningful sub-goals that are achievable from your current ability, or else you'll fall to the common trap of discouragement by aiming far too ambitiously and falling far, far short.

Also, if you want to work on an MMO, your goal needs to be to build skills and a resume so you can get onto a team. Doing a decent MMO alone would be a feat that nobody has ever yet done. For example, a single person working 7 days a week, 365 days a year, and doing an average workload for a professional programmer would take about 200 years to complete just the code for WoW. That's not doing a single piece of art, no maps, no models, no sounds, no quests, just the raw code behind the game. There's a reason Blizzard took around 900 people and about 14 years to get the game to its current state (it took about 5 years to get to launch). Of course not all 900 were coding, but that gives you an idea of what kind of size team you need to make a top-end MMO.

You ever try a pink golf ball, Wally? Why, the wind shear on a pink ball alone can take the head clean off a 90 pound midget at 300 yards.